Replying to @wahaha_yes
The idea is to have a mix of both tight technical parts and more open spaces
Replying to @fridaypit
In this extract is a kit bash from pre built segments, but we've been experimenting with spline solutions as well. We're still trying to figure out which workflow works best.
Replying to @ShriV2160
Raycasts and forces keep it above the surface 😉 The vehicle's collider doesn't touch anything unless a crash occurs
Replying to @ItsPolyCube @atomicwastlandd
The juice on your stuff is always S tier
Replying to @_saminton @abrilacks
Then for the movement you apply additional forces to make it advance / brake / turn ect. There's multiple ways to do this but mine in inspired by the "ball technique" you'll find used in arcady racing games. Hope this helps !
Replying to @abrilacks
Hey sure thing. For the hover behaviour it's basically the same concept as creating a boat that floats on water. You have several points (generally 4) that each apply an upwards force on the object relative to the ground.
Experiment : What if GRIP and Galactic Racer had a baby #GodotEngine #indiedev
Replying to @Luno1497843 @Cheese_Mans
If you go deep enough into front end even that needs optimising
Replying to @FR3NKD_DEV
Oh yes please. I love signals but it's so easy to lose track of how things are connected using the editor. I've fallen back to connecting everything through code
Replying to @raindrop_io
Please fix the moodboard vertical spacing it's been like this for at least 10 years (yes I've been using raindrop that long). It's looks so unprofessional...
Replying to @hivinz_
Doesn't adding your downloads folder to the dock pretty much achieve the same thing ? You can also drag files to and from other applications
Replying to @PixelPackGame
Funnily enough that's actually something we were planning on trying. How far did you get on the concept ?
Replying to @Kvemonn
Still trying stuff out but I agree, I'll likely have to dial things back a bit
Not entirely sure where this project is going yet, but we now have combat #GodotEngine
Replying to @joeyabanks
I've been running the beta for the last few months for this exact reason



